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Kamikaze_Factor

StandardSign Gate

Apr 9th, 2011
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  1. # Super-Fan StarGate Design by Kamikaze_Factor
  2. # 7 Evenly placed Chevrons in proper dialing in sequence
  3. # A Woosh that comes in fro mthe edge and baloons out
  4. # Indestructable Iris and RS available.
  5. # (Iris Activator removed from Sign Ver)
  6.  
  7.  
  8. # The name for this shape
  9. Name=StandardSign
  10. # Version 2 of shape files allows for many new things.
  11. # 3D gates, new format for blocks, woosh and light order etc
  12. Version=2
  13.  
  14. # GateShape now needs "Layer" lines
  15. # Each Layer requires a #number= and then a newline.
  16. # Blocks can only be placed into layers.
  17. # a 2D gate would have only 1 layer.
  18. # Acceptable blocks are:
  19. # [I] = Ignored
  20. # [S] = Stargate Material
  21. # [P] = Air blocks that will turn into the portal material when activated.
  22. # Extra parameters:
  23. # :L = Block that will light when gate is activated
  24. # Optionally you may add a #number after L to indicate the order it lights.
  25. # Defaults to 1 if there is no #
  26. # :N = Block where the name sign will be created. This is optional.
  27. # :E = Block where you teleport in at. The players feet will be on this block.
  28. # :A = Block where the activation switch is attached to.
  29. # The only restriction is that the block that faces it must be "I" (so nothing is in the way)
  30. # The switch will face in the positive layer direction.
  31. # In this example the switch will face towards where layer 3 would be (if there was a 3rd layer)
  32. # :W = Block that will woosh when gate is activated
  33. # Optionally you may add a #number after W to indicate the order it wooshes in.
  34. # Defaults to 1 if there is no # and there is ~150ms between each number
  35. # After all #s are active it removes them but if a block is P:W
  36. # the block will stay as portal material until gate is shutdown.
  37. # :D = Block the sign dialer hangs from. Only 1 per gate!
  38. # The only restriction is that the block that faces it must be "I" (so nothing is in the way)
  39. # Gates with this block require it and only work when it is present.
  40. # :RA = Redstone activation block. A redstone charge next to this block will activate the gate.
  41. # This block requires a :D block for targetting.
  42. # :RD = Redstone sign dialer cycle block.
  43. # A redstone charge next to this block will cycle sign targets.
  44. # This block requires a :D block for targetting.
  45. # :IA = Iris Activation Switch - Not required unless you want to be able to place an Iris on the gate.
  46. # IA, D, N, and A cannot be the same block, and none of those can contain W
  47.  
  48. GateShape=
  49.  
  50. Layer#1=
  51. [I][I][S][S:L#7][S][I][I]
  52. [I][S:L#6][P:w#1][P:w#1][P:w#1][S:L#1][I]
  53. [S][P:w#1][P:w#2][P:w#2][P:w#2][P:w#1][S]
  54. [S][P:w#1][P:w#2][P:w#3][P:w#2][P:w#1][S]
  55. [S:L#5][P:w#1][P:w#2][P:w#2][P:w#2][P:w#1][S:N:L#2]
  56. [I][S][P:w#1][P:w#1][P:w#1][S][I]
  57. [I][I][S:L#4][S][S:L#3][I][I]
  58.  
  59. Layer#2=
  60. [I][I][I][I][I][I][I]
  61. [I][I][I][I][I][I][I]
  62. [I][I][I][I][I][I][I]
  63. [I][I][I][I:W#3][I][I][I]
  64. [I][I][I][I][I][I][I]
  65. [I][I][I][I][I][I][I]
  66. [I][I][I][I:E][I][I][I]
  67.  
  68. Layer#3=
  69. [I][I][I][I][I][I][I]
  70. [I][I][I][I][I][I][I]
  71. [I][I][I][I:W#4][I][I][I]
  72. [I][I][I:W#4][I:W#4][I:W#4][I][I]
  73. [I][I][I][I:W#4][I][I][I]
  74. [I][I][I][I][I][I][I]
  75. [I][I][I][I][I][I][I]
  76.  
  77. Layer#4=
  78. [I][I][I][I][I][I][I]
  79. [I][I][I][I][I][I][I]
  80. [I][I][I][I:W#5][I][I][I]
  81. [I][I][I:W#5][I:W#5][I:W#5][I][I]
  82. [I][I][I][I:W#5][I][I][I]
  83. [I][I][I][I][I][S:A][S:D]
  84. [I][I][I][I][I][S:RA][S:RD]
  85.  
  86. # Number of ticks to wait before activating each # of the woosh. 1 tick = ~50ms
  87. WOOSH_TICKS = 1;
  88. # Number of ticks to wait before activating each # of the lights. 1 tick = ~50ms
  89. LIGHT_TICKS = 2;
  90.  
  91. # None of the follow materials are required, they will default if not set.
  92. # Portal material the material the [P] blocks will be when gate is active.
  93. # Suggested values are as follows: STATIONARY_WATER, STATIONARY_LAVA, PORTAL, and AIR
  94. PORTAL_MATERIAL=STATIONARY_WATER
  95.  
  96. # Iris material is the material the [P] block become when iris is active
  97. # Suggested values are as follows: STONE, DIAMOND_BLOCK, GLASS, IRON_BLOCK, BEDROCK, OBSIDIAN, GLOWSTONE and LAPIS_BLOCK
  98. IRIS_MATERIAL=BEDROCK
  99.  
  100. # Stargate material is the material the [O] blocks are made of
  101. # Reasonable values are as follows: STONE, DIAMOND_BLOCK, GLASS, IRON_BLOCK, BEDROCK, OBSIDIAN, GLOWSTONE and LAPIS_BLOCK
  102. STARGATE_MATERIAL=OBSIDIAN
  103.  
  104. # Active material is the material that :L blocks become when gate is active
  105. # Suggested Values are as follows: GLOWSTONE and GLOWING_REDSTONE_ORE
  106. ACTIVE_MATERIAL=GLOWSTONE
  107.  
  108. # Redstone activated is the parameter to allow redstone to the DHD lever to activate the gate.
  109. REDSTONE_ACTIVATED=TRUE
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